Skip to main content

Specie

Specie system it's about managing several kind of characters. In this version, 3 species are demonstrated:

  • OldHmn : The first version of human character (ACC 1.0)
  • EpicHmn : A simpler version rigged with Epic Skeleton
  • Dog: Only to demonstrate the possiblity of have another skeleton (even no humanoid with head and body in the same mesh)

Each specie have a prefix (snake case). Example: OldHmn will be "old_hmn"' in data.

So Specie, Maturity and Gender have "snake case" version:

  • Maturity: Adult, Kid, Baby, etc = adult, kid, baby,...
  • Female, Male, Other = f, m, cmn

So each time you want get a data (hair, head, armor, etc) you must have this format :

  • {specie}{maturity}{gender}
  • Example: epic_hmn_adult_f

Then for extra data like you can add more format after this obligatory prefix.

Example for get an cloth item (from DT_ACC_ArmorItemList) :

  • {specie}{maturity}{gender}_{id}
  • Example with id=1001 : epic_hmn_adult_f_1001

cmn it's for item which no depend of maturity/gender and etc.

Default ACC Data from Specie/Maturity/Gender

When you select a default data, in the DT_ACC_CharacterPresetList you will found some data

ACC - Old

Example, if you select a epic skeleton male kid from the creation, the manager will take "epic_hmn_kid_m" as default value.

Configuring/Add Specie

You have several DT for this:

  • DT_ACC_SpecieList: Configuring the specie himself (skeleton mesh, abp, etc)
  • DT_ACC_SpecieUIConfig: Dynamic UI (hide/show, different items list, etc) from Specie/Maturity/Gender

If you want add specie, you can inspire from existing one (configuration) and edit it to your need.